
This paper addresses the question of how the gaming experiences of students and their attitudes towards gaming influence game-based learning in formal contexts. Based on the subject-scientific learning theory it explores how digital games can further expansive learning. The aim is to combine these issues to explain learning outcomes with digital games. For this purpose the paper presents the results of an empirical study with an Educational Game in a science class.
Featured category: 21st century skills
NMC Horizon Report > 2018 Higher Education Edition
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
OECD report examines how students access to and use ICT
Mobile learning – why tablets? -- DERN's research brief looks at mobile learning and why tablets are so popular.
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